Sorcerous Origin: Fiend-Blooded

by Chilroy

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Sorcerous Origin

Fiend-Blooded


Your blood is corrupted by the touch of fiends. Whether you were born of the union of a fiend and a mortal race, your lineage traces back to one, or your blood was corrupted by fiendish magic - you've gain malignant and inhuman abilities.


Mortals with fiendish blood, while not always tieflings, are always marked by darkness. Fiend-blooded mortals, however, are not inherently evil. Other mortals will always be wary of sorcerers imbued with the power of the lower planes viewing them as agents or artificers of evil machinations and schemes.

Fiend-Blooded Features
Sorcerer Level Feature
1st Fiendish Magic, Hellish Affinity, Mark of Darkness
6th Chains of the Damned, Diabolic Awakening
14th Wicked Transformation
18th Stygian Escape

Fiendish Magic

Starting at 1st level, your fiendish blood imbues you with arcane power. You learn additional spells when you reach certain levels in this class, as shown on the Fiendish Magic Spells table. The spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

Fiendish Magic Spells
Sorcerer Level Spells
1st cause fear, hellish rebuke
3rd flame blade, scorching ray
5th Melf's minute meteors, tongues
7th fire shield, shadow of moil
9th dispel evil and good, mislead

Hellish Affinity

At 1st level, you discover your affinity to one of the lower planes of existence. Whenever you deal cold, fire, or necrotic damage, you can change the damage type to cold, fire, or necrotic. Until you finish a short or long rest, all damage of that type will act as though it is the converted damage type (i.e fire will freeze, cold will burn, and necrotic will decay).

Choose one of the plane your most aligned with: The Nine Hells, Hades, or the Abyss. You learn an additional spell based on that affinity, as shown below. It can be used a number of times equal to your charisma modifier per day and doesn't expend a spell slot. The spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

Affinity Spell
The Nine Hells command
Hades ray of sickness
The Abyss chaos bolt

Mark of Darkness

Starting at 1st level, you have an infernal mark upon your body. Whether it's a searing tattoo, devilish horns, claws made of ash - no matter what it is, it radiates with dark energy and empowers you. You add half of your proficiency bonus, rounded down, to your Charisma (Intimidation) and Charisma (Persuasion) checks when you present your mark.


Additionally as a bonus action, you can choose to spend 2 sorcery points to gain temporary hit points equal to your Charisma modifier + your Sorcerer level. These temporary hit points are vulnerable to radiant damage.

Chains of the Damned

Beginning at 6th level, you gain the ability to summon infernal chains from the ground to bind an enemy. As a bonus action, you can spend 3 sorcery points to chain one creature you can see within 40 feet of you. The creature must succeed on a Wisdom saving throw against your spell save DC or be affected by these chains for the duration of the effect. On a failure four chains lock around the creature.

While bound by the chains, a creature is restrained and cannot restore hit points through any means including magic. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn. A creature affected by these chains may make a another wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it.

The chains disappears if its target is reduced to 0 Hit Points, succeeds the saving throw, or after 3 minutes.

Diabolic Awakening

At 6th level, your body and mind becomes more fiendish. Your creature type is fiend, replacing your original creature type. Choose one of the following damage types: cold, fire, or necrotic damage. You gain resistance to it.


In addition, as a reaction when you take damage from the chosen damage, you can spend 3 sorcery points to gain immunity to it until the start of your next turn.

Wicked Transformation

Starting at 14th level, you can transform into an infernal being that reflects the fiendish blood within you. As an action, your appearance becomes infernal and you magically radiate a transparent, 20-foot-radius aura for 1 minute. It may appear as a torrent of souls, a whirlwind chaotic energies, a burning inferno, or some other horrific aura. Other creatures treat the aura as difficult terrain, and when they start their turn in it, they take 2d4 necrotic damage. Creatures damaged by this effect have their hit point maximum reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. A creature dies if this effect reduces its hit point maximum to 0. While this aura active, you are vulnerable to radiant damage and silvered weapons.

As a bonus action, you can end the aura early. If you do so, creatures within the aura must roll a Dexterity saving throw against your spell save DC. A creature takes 4d6 force damage on a failed save, or takes half as much damage on a successful one. When a creature takes damage from this effect, they must succeed a Wisdom saving throw against your spell save DC, or be frightened for 1 minute.

Once you use this feature, you can’t use it again until you finish a long rest.


Infernal Form

When you transform and begin to radiate hellish energy, your appearance will reflect your Hellish Affinity. If you chose the realm of Hades, you might become a skeletal monstrosity; or if you aligned with the Abyss, you might take on a twisted, bestial nature like a the form of a hyena-like demon.

Stygian Escape

At 18th level, you can use an action to summon an echo of the River Styx and traverse across it. You call forth a ghostly echo of the River Styx beneath you that stretches out 40 feet in width, 30 feet in depth, and goes 10 miles in any direction of your choice, the river takes the clearest path. The river has a slow moving current of 3 miles per hour. The river lasts until you die, you dismiss it as an action, or it fades after 3 hours. After the river fades, it leaves no debris, residue, or damaged terrain.


Creatures in the path of the river when it is summoned must make a DC 13 Dexterity saving throw or fall in the waters. Any creatures who touch the water take 3d6 cold damage and 3d6 psychic damage. Any creatures who start their turn in the river only take 2d6 cold damage and 1d6 psychic damage.


When you summon the river, a spectral skiff appears beneath you, considers you its crew and responses to your commands. The statblock of the skiff is at the end of this subclass. The skiff fades away along with the river after 3 hours.


Once you use this feature, you can’t use it again until you finish a long rest.

Spectral Skiff

The spectral skiff is an exceptional large skiff with tattered sails. The affinity you chose for your Hellish Affinity feature determines the appearance of the spectral skiff: An iron machine wrapped with chains (the Nine Hells), a skeletal ship covered in fog (Hades), or an oozing, fleshy abomination (the Abyss).


Spectral Skiff

Huge vehicle (20 ft. by 10ft.)


  • Creature Capacity 1 crew, 7 passengers
  • Cargo Capacity 0.75 tons
  • Travel Pace 3 miles per hour (24 miles per day)

STR DEX CON INT WIS CHA
9 (-1) 12 (+1) 13 (+1) 0 0 0

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Actions

Move. The skiff can move using its infernal engine.

Action Stations

Helm (Requires 1 Crew). Drive and steer the spectral skiff.

Hull

Armor Class 11

Hit Points 50

Control: Helm

Armor Class 12

Hit Points 25

Move up to the speed of its infernal engine, with one 90-degree turn. If the engine is destroyed, the skiff can’t move or turn.

Movement: Infernal Engine

Armor Class 12

Hit Points 75; -5 speed per 25 damage taken

Speed (water) 15 ft. If the engine is destroyed, the ship immediately stops moving.

Reactions

Dive. The spectral skiff dives beneath the waves, protecting it's crew and passengers. It gains three-quarters cover.

 

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